WEBVTT
Kind: captions
Language: en
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Hello.
This is Elia Gabarron,
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from University Hospital
of North Norway.
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And I will talk about
gamification and social media
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for health behaviour change.
But, first of all,
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I want to show
you the agenda for this MOOC.
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First we will talk about
games and health, afterwards
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about social media and health.
And then I will present
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a project example
called sjekkdeg.no, which is
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a gamified educational web
application which includes
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a gamified appointment
system and social
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media for recruitment.
Games are defined by the
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dictionary as an activity
that one engages
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in for amusement.
Games are very popular.
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They are funny, engaging,
easily accessible
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through different
technological platforms,
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like laptop computers,
smartphone, tablet computers.
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And, for example,
here are some examples
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of the most popular games
in Taiwan, for example.
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One of the most famous
games over there
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is DOTA Legends.
You also have a very popular
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Clash of Clans and Candy Crush
Saga.
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But is there any relationship
between games and health?
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How the games are being
related to health?
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Traditionally, the games
have been linked to health
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for their potential to harm.
However, most new publications
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have found its benefits.
Next I will present
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some examples
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on the pros and cons of
the use of games for health
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that have been published
in the literature.
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But let's start first with
cons that have been found.
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Here you can see a
couple of publications.
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And they found that the
most popular research
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on games and health have focused
on the potential to harm.
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For example, they talk about how
exposure to violent games has
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been related to
aggressive behaviours,
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to desensitisation to violence,
and decreases in pro-social
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behaviour.
To play violent
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games even have been
found to increase the
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aggression more than watching
violent movies.
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Some other harm that they
have found related to games
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is like the inactivity
and therefore
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the potential development
of obesity related to games.
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There is also the game
addiction, epileptic seizures,
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motion sickness,
and they even have
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found there are possible
musculoskeletal pain
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syndromes related to
computer and video-game use.
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However, games have also
demonstrated that they
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can improve health outcomes.
For example, they can
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increase physical activity.
Here you can see,
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for example, games
have been used to
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improve health outcomes,
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like this game that you can
see in the picture, where
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the people-- they
have to play and move.
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And therefore we can say that
can help to reduce obesity.
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Some other advantages of games.
They have found that they are
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very good at distracting people
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from acute or chronic pain.
They can help for educating
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on self-management,
for example for the
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management of diabetes type 1.
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Games also have proof to help
in developing social skills
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for people with autism.
They can help dealing with
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anxiety and depression.
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And even games can help
for training surgeons.
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You can see a couple
of pictures here.
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Maybe you have had
the opportunity
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to try any of these games.